Scriptable Objects are not the most used feature of Unity but are useful it is good to keep them in the solution sets approaches for our video game.
They are used as assets, which are only meant to store data, but can also be used to help serialize objects and can be instantiated in our scenes. In some scenarios, they are also an alternative to XML, JSON, or plain text files to define configuration parameters.
Based on what we did in this chapter, with a Scriptable Object approach, it is now possible to keep changes you make to settings values while your game is running in play mode, easily swap between different sets of settings values, and allowing the separation of logic and data.
In the next chapter, we are going to work improving the asset import pipeline.